The game is a top-down, 2d, tile-based game set during the medieval ages on an island where you are a new merchant ready to earn riches. Your goal is to sell resources to the townsfolk and manage the supply and demand that comes with creating a market.
- Used Perlin Noise crossed with a circular gradient to procedurally generate the terrain of an island
- Procedural town paths were generated by Lindenmayer Systems, systems programmed specifically so roads do not overlap
- Building plots for castles, towers, and houses were created through recursive functions crawling through town path
- All shrubbery and rocks placed on weighted randomizer, weights based on distance from shore
- Movement from buildings use nodes and depth first search, only possible due to town paths not overlapping from Lindenmayer Systems
- NPC have 3 needs: food, wood, and gold. Each has a bar counter that slowly depreciates overtime.
- NPC also have 3 classes: upper, middle, and lower class. Each class is connected to a need; upper class depreciates gold faster, middle class depreciates wood faster, and lower class depreciates food faster.
- There is a level 1, 2, and 3 market where each increases in selling distance and storage. NPC come here to get their resources.
- There is a gold mine, tree farm, and pumpkin farm that creates resources to transport to markets.
This mode highlights the building and dims the rest of the map. Raycasts are used to check if placement is avaliable.
This mode connects production buildings to markets using the Line renderer to drag onto buildings.




